Developer V2C Posted March 31, 2015 Developer Share Posted March 31, 2015 March 31st Update - 132233Hey guys, today we are mainly focusing on performance and stability issues, but we still want to keep hearing about gameplay bugs!Here's what we fixed in today's update:Player spawn light will now provide heat in winter and cooling in summerReduced network data size for waterproof entities and entities with heatFixed an issue where dedicated servers may become unjoinable after running for long periodsOriginal Post:Hi everybody! As you know we've been hard at work on integrating Reign of Giants into Don't Starve Together, and we're just about ready to launch it! The main challenge at this point is that RoG is a whole lotta game and we need your help testing it to make sure we didn't break things as we converted it over to multiplayer.It's not quite ready for prime-time yet, but if you want to hop in to our testing branch, we'd really appreciate letting us know if anything is crashing, broken, or missing.Instructions for getting the RoG test version:You must already own Don't Starve Together. (Reign of Giants not required.)The game must not be running.In your Steam client right click on Don’t Starve Together Beta and select “Properties”Select the “Betas” tabEnter the code “rogtogetherbeta” in the text box and press the “Check Code” button. You should see a confirmation message that the RoG_Together_Beta is now available.In the drop-down under menu select to opt into RoG_Together_Beta. You should see a message that you have successfully opted into the RoG_Together_Beta. Press “Close”.WARNING!This uses the same save slots as the normal game but the saves aren't compatible. Make sure you create a new save file for your RoG test as the save files won't transfer back to the normal game.WARNING!Please keep all bug reports and related conversation in this thread so that all the feedback related to this special testing branch is in one place. Thank you!Current known issues:Bearger, Dragonfly, and Goosemoose (Moosegoose?) are still missing, they'll show up sometime soon though!Moggles are missing due to technical challenges with night vision.Major changes from single-player Reign of Giants to be aware of:Fire spreading has been rebuilt to be slower/preventable but still threatening.Deerclops shows up all winter long to harass everyone's bases.Heat stones have been reworked to more clearly display if they'll help you or not. The graphics change to show if the stone is warmer or colder than the current ambient temperature.Updated smallbird lifecycle so they can grow up in the wild.Crafting menu has been altered to be more dynamic, so scroll arrows only show when needed. Mouse wheel also works on it!Full moon has been retuned to 1 night every 22 days, starting on the 11th day.Flingomatic "off" modes has been turned into "emergency" mode.The Old Bell and Bigfood are absent from multiplayer due to their extreme destructive potential.There are also many small changes and fixes, but keep your eyes peeled for anything weird!We will be continuing to address balance and tuning issues for multiplayer, so your feedback is appreciated!Thanks for your help, everyone! We're excited to get RoG out to you!Don't forget to post your feedback in this thread. The test branch is available for Windows, Mac, and Linux.Dedicated server instructions:If you are running your server through the steam interface: Simply go through the above process with the Don't Starve Together Dedicated Server in the tools list to join the rog_together_beta branch and launch the server.If you are running from the command line using steamcmd:Launch steamcmd and run: app_update 343050 -beta rog_together_beta -betapassword rogtogetherbeta validate Further information can be found at: https://developer.valvesoftware.com/wiki/SteamCMDThanks @Kzisor! Link to comment Share on other sites More sharing options...
toastmasta Posted March 31, 2015 Share Posted March 31, 2015 March 31st Update - 132233Here's what we fixed in today's update:Player spawn light will now provide heat in winter and cooling in summer Excellent idea and implementation. Was frustrating to spawn into a game already in winter/summer and start freezing/overheating within one minute. Link to comment Share on other sites More sharing options...
Tsutsayosdi Posted March 31, 2015 Share Posted March 31, 2015 Was frustrating to spawn into a game already in winter/summer and start freezing/overheating within one minute. The wisp has been supplying heat for a very long time now. Since pre-RoG test, in fact. You shouldn't have been freezing while by it. Link to comment Share on other sites More sharing options...
1v0 Posted March 31, 2015 Share Posted March 31, 2015 Any word on the giants ? Link to comment Share on other sites More sharing options...
IntensuwweSoois Posted March 31, 2015 Share Posted March 31, 2015 ^^ This, also, has the fire spreading rate been increased? Last version it felts very slow and charcoal gathering is nowhere near as efficient anymore. Link to comment Share on other sites More sharing options...
toastmasta Posted March 31, 2015 Share Posted March 31, 2015 The wisp has been supplying heat for a very long time now. Since pre-RoG test, in fact. You shouldn't have been freezing while by it.Well maybe it was just over-heating for sure then. I usually try to avoid spawning in harsh seasons so never payed attention I guess Link to comment Share on other sites More sharing options...
kazoooo Posted March 31, 2015 Share Posted March 31, 2015 Im not sure if this is a bug, but if I die as Wendy and Abigail is spawned she often won't be "attached' to me when I'm revived. She won't follow me, attack when I've been hit, etc. Link to comment Share on other sites More sharing options...
ryouryou Posted April 1, 2015 Share Posted April 1, 2015 Im not sure if this is a bug, but if I die as Wendy and Abigail is spawned she often won't be "attached' to me when I'm revived. She won't follow me, attack when I've been hit, etc.I noticed this too. I had to 'dismiss' (kill) her for her to reattach to me. Link to comment Share on other sites More sharing options...
Tsutsayosdi Posted April 1, 2015 Share Posted April 1, 2015 Im not sure if this is a bug, but if I die as Wendy and Abigail is spawned she often won't be "attached' to me when I'm revived. She won't follow me, attack when I've been hit, etc.I'm not sure you're experiencing what I have, but I think it's an unintended result. I've noticed as a player in a couple games that anyone can summon Abigail as long as they have held Abigail's flower most recently, and she will be attached to them. If that person dies to summon her, however, Abigail is attached to no one and she must be killed/unsummoned to fix it. Link to comment Share on other sites More sharing options...
Developer V2C Posted April 1, 2015 Author Developer Share Posted April 1, 2015 This is definitely a bug, will have it fixed in our next update! Follow-up: I have not been able to reproduce this myself. Please let me know if anyone who experiences this has more details. Link to comment Share on other sites More sharing options...
Dragon Wolf Leo Posted April 1, 2015 Share Posted April 1, 2015 In the summer, the spawn light can freeze the player if they are also near an endothermic fire or have a cold thermal stone. Link to comment Share on other sites More sharing options...
Zinglon Posted April 1, 2015 Share Posted April 1, 2015 In the summer, the spawn light can freeze the player if they are also near an endothermic fire or have a cold thermal stone. You can be overheated too with similar mechanics. Maybe it's not a bug I guess. Link to comment Share on other sites More sharing options...
Dragon Wolf Leo Posted April 1, 2015 Share Posted April 1, 2015 Temperature effects of crock pot foods aren't working. Link to comment Share on other sites More sharing options...
Lamnya Posted April 1, 2015 Share Posted April 1, 2015 Hello, what about caves in RoG Together? Are they alredy introduced or we should wait for them? Link to comment Share on other sites More sharing options...
Tumalu Posted April 1, 2015 Share Posted April 1, 2015 Hello, what about caves in RoG Together? Are they alredy introduced or we should wait for them?Those aren't gonna be out for a long while. Link to comment Share on other sites More sharing options...
AlternateMew Posted April 1, 2015 Share Posted April 1, 2015 Anyone else get pulled along by tumbleweeds? It happened twice that I tried harvesting tumbleweeds and got pulled along for the trip. Link to comment Share on other sites More sharing options...
Sportsman180 Posted April 1, 2015 Share Posted April 1, 2015 Anyone else get pulled along by tumbleweeds? It happened twice that I tried harvesting tumbleweeds and got pulled along for the trip.Yup, I got dragged along for about 10 seconds yesterday halfway through a desert biome lol. Link to comment Share on other sites More sharing options...
werlpolf Posted April 1, 2015 Share Posted April 1, 2015 Anyone else get pulled along by tumbleweeds? It happened twice that I tried harvesting tumbleweeds and got pulled along for the trip. experienced also this issue another thing was, that a deerclops arrives on the very 2nd or 3rd day of winter, without i heard the sound or big breathing. Also my character didn't say anything. The character I played was Wigfrid. And maybe it is a little bit too hard spawning deerclops on every base, especially they are also destroying wild pig-houses EDIT: the 2nd point can also be my own mistake. I will take care of this next time. Saw just one Deerclops yet. Link to comment Share on other sites More sharing options...
toastmasta Posted April 1, 2015 Share Posted April 1, 2015 Anyone else get pulled along by tumbleweeds? It happened twice that I tried harvesting tumbleweeds and got pulled along for the trip. Yeah it's pretty funny. A decent way to escape danger too if you actually come across one. I think its the way they are scripted to keep moving at full speed until they hit a boundary. If you try to search while chasing it, this seem to occur. If you get in front of it and search, it should stop. Link to comment Share on other sites More sharing options...
Mickmane Posted April 1, 2015 Share Posted April 1, 2015 Yeah it's pretty funny. A decent way to escape danger too if you actually come across one. I think its the way they are scripted to keep moving at full speed until they hit a boundary. If you try to search while chasing it, this seem to occur. If you get in front of it and search, it should stop. I got dragged -into- danger by one (close to a Clockwork Bishop). Funny anyway. : ) What do you mean by search? (Unrelated: Is there any way to turn off something turning my perfectly normal smileys here into those icons?) Link to comment Share on other sites More sharing options...
Kzisor Posted April 1, 2015 Share Posted April 1, 2015 wisecracker.lua error[18:23:42]: [string "scripts/components/wisecracker.lua"]:114: attempt to index local 'data' (a nil value)LUA ERROR stack traceback:scripts/components/wisecracker.lua:114 in (local) fn (Lua) <113-119> inst = 146468 - charlie (valid:true) data = nilscripts/entityscript.lua:930 in (method) PushEvent (Lua) <924-947> self (valid:true) = GUID = 146468 inlimbo = false ghostenabled = true SetCameraDistance = function - scripts/prefabs/player_common.lua:1005 ScreenFlash = function - scripts/prefabs/player_common.lua:1059 EnableMovementPrediction = function - scripts/prefabs/player_common.lua:377 worldstatewatching = table: 27FF22B0 playercolour = table: 275DC888 replica = table: 27D4AE50 IsOverheating = function - scripts/prefabs/player_common.lua:67 Light = Light (25E6A820) DynamicShadow = DynamicShadow (25E5FE00) Network = Network (25E66F80) ShowActions = function - scripts/prefabs/player_common.lua:993 OnRemoveEntity = function - scripts/prefabs/player_common.lua:500 userid = OU_76561198008503828 pendingtasks = table: 27D418F0 ShowHUD = function - scripts/prefabs/player_common.lua:999 player_classified = 146469 - player_classified (valid:true) inherentactions = table: 27E0F0C8 IsHUDVisible = function - scripts/prefabs/player_common.lua:989 children = table: 27E74790 name = BabyBri SetGhostMode = function - scripts/prefabs/player_common.lua:416 SnapCamera = function - scripts/prefabs/player_common.lua:1011 AnimState = AnimState (25E64A80) OnWakeUp = function - scripts/prefabs/player_common.lua:922 Transform = Transform (25E6A2A0) sg = sg="wilson", state="run", time=0.50, tags = "moving,running,canrotate,autopredict," OnSetSkin = function - scripts/prefabs/player_common.lua:967 actionreplica = table: 27D44050 event_listening = table: 25894AD8 ScreenFade = function - scripts/prefabs/player_common.lua:1052 actioncomponents = table: 27D3F528 event_listeners = table: 27D4B4E0 LightWatcher = LightWatcher (25E62BA0) OnLoad = function - scripts/prefabs/player_common.lua:872 spawntime = 5633.066960454 entity = Entity (284102A8) OnSave = function - scripts/prefabs/player_common.lua:863 prefab = charlie updatecomponents = table: 26BDB160 CanExamine = function - scripts/prefabs/player_common.lua:20 AttachClassified = function - scripts/prefabs/player_common.lua:489 OnDespawn = function - scripts/prefabs/player_common.lua:940 Physics = Physics (25E68240) IsActionsVisible = function - scripts/prefabs/player_common.lua:983 MiniMapEntity = MiniMapEntity (25E5E400) SoundEmitter = SoundEmitter (25E5E440) OnSleepIn = function - scripts/prefabs/player_common.lua:894 ShakeCamera = function - scripts/prefabs/player_common.lua:1019 persists = false soundsname = willow IsFreezing = function - scripts/prefabs/player_common.lua:57 DetachClassified = function - scripts/prefabs/player_common.lua:495 components = table: 27D3F8C0 GetTemperature = function - scripts/prefabs/player_common.lua:47 event = huntlosttrail data = nil listeners = table: 27E0C9E0 entity = 146468 - charlie (valid:true) fns = table: 27E0B298 i = 1 fn = function - scripts/components/wisecracker.lua:113../mods/workshop-409858663/scripts/components/specialhunter.lua:266 in (upvalue) ResetSpecialHunt (Lua) <262-270> specialhunt = table: 265A0110../mods/workshop-409858663/scripts/components/specialhunter.lua:295 in (upvalue) OnUpdateSpecialHunt (Lua) <273-335> specialhunt = table: 265A0110 playerIsInOtherSpecialHunt = false../mods/workshop-409858663/scripts/components/specialhunter.lua:84 in (field) fn (Lua) <84-84>scripts/scheduler.lua:187 in (method) OnTick (Lua) <161-217> self = running = table: 056DA330 waitingfortick = table: 056DA2B8 tasks = table: 056DA308 waking = table: 26[18:23:42]: SCRIPT ERROR! Showing error screen Link to comment Share on other sites More sharing options...
PancakeMaster Posted April 1, 2015 Share Posted April 1, 2015 Not sure if its a bug or not but Glommer's Statue didn't dropped the Old Bell Blueprint and also discovered a Thulecite Blueprint that didn't do anything. Link to comment Share on other sites More sharing options...
rezecib Posted April 1, 2015 Share Posted April 1, 2015 @Kzisor, Looks like that error is coming from a mod, which isn't passing data with the "huntlosttrail" event (which in RoG gives a different message if the track was washed away by Spring rain). It looks like they copied the hunter component, which probably changed a bit between vanilla and RoG. Link to comment Share on other sites More sharing options...
Tsutsayosdi Posted April 2, 2015 Share Posted April 2, 2015 Not sure if its a bug or not but Glommer's Statue didn't dropped the Old Bell Blueprint and also discovered a Thulecite Blueprint that didn't do anything.Old Bell has been dropped from DST altogether. You will not find the item or blueprint. Link to comment Share on other sites More sharing options...
KrazyFox Posted April 2, 2015 Share Posted April 2, 2015 Is Willow supposed to get hurt by fire? She's still getting hurt by fire in this. Link to comment Share on other sites More sharing options...
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